Pets are the NPC allies that constitute the ranger's profession mechanic. There are currently eighteen pet families, such as bears, birds, canines, etc. Most pets are terrestrial, but there are also aquatic-only pets, and even amphibious pets, which can be used both underwater and on land.
A ranger has limited control over the actions of their pet: they can set the aggressiveness of the pet, order them to attack a particular target (perhaps while they attack another target), stop attacking and run back to them, and activate the user-controlled pet skill. Otherwise, the pet will attack their owner's target or whichever enemy is attacking their owner, and will automatically determine which of their 3 other skills to use in combat. If the ranger moves too far away, the pet will stop fighting and follow. If the ranger is in the downed state, they can use their pet to help in rallying them by finishing off the enemy or by having the pet revive them.
Pets are only available to the ranger that tamed them. They aren't shared between different ranger characters on the same account (with the exception of the Hall of Monuments pets).
- 1 Acquisition, management, and customization
- 2 Pet attributes and skills
- 3 Pet interaction
- 4 Taxonomy
- 5 Locations
- 6 Related skills
- 7 Related traits
- 8 Player chatter
- 9 Notes
- 10 Trivia
Acquisition, management, and customization
- See also: List of pet locations
A ranger can tame one of each type of pet, and can choose before entering combat which two pets they would like to use (two terrestrial pets and two aquatic pets, with only one pet active at any given time).
Any friendly animal (green nameplate) whose name begins with Juvenile can be tamed (charmed) by the ranger, unless they already belong to another ranger, by approaching them and using Acht, the pet will follow the ranger. Nearly every area in the game, including cities, contain a number of juvenile pets to tame. Some pets, such as the Juvenile Black Widow Spider or Juvenile White Raven, are duplicates of similar pets in terms of functionality, but with a different appearance. They are special achievement rewards intended for players of Guild Wars 1, and can only be obtained through the Hall of Monuments.or double-clicking them. After a short conversation, with a description written by the mysterious
Pets can be stowed using the button to the left of their portrait, and will automatically show up again when the ranger enters combat. Swapping pets is done by clicking the button to the right of the pet's portrait or by using a shortcut key, which defaults to. They cannot be turned off, though they can be set to 'Avoid Combat'.
The Pet Management panel can be accessed by clicking your current pet's portrait above your skill bar or by using a shortcut key, which defaults to archetype of the currently activated pet. From here, you can rename your pets, and pre-select 4 pets you wish to use (the same way you assign skills to slots). The 2 upper slots are used for terrestrial pets and two lower ones for aquatic pets. Amphibious pets (drakes, for example) can be placed in any of the 4 slots.. In this menu, you can view the attributes, skills, and
You can rename the 4 currently slotted pets. To rename a pet, swap to them then click on the quill icon to the left of the pet's name. You have to be underwater to rename your aquatic pets and view their attributes and skills. Note that only the currently slotted pets can be renamed. Pets will keep their name even after being stowed from active slots.
Pet attributes and skills
Pets have a set of attributes very similar to characters. A pet's level is always the same as the ranger's. Their attributes and damage will scale with their level. In addition, a number of ranger traits can enhance pet damage, attributes and behavior.
Pets within the same family share a special feature such as the ability to knock down enemies, or do AoE damage, poison foes, buff allies, attack from range, attract aggro, etc... In addition all pets within the same family share the same attributes. Some pet families have high health, others high toughness or power or precision.
All pets have 4 skills based on their family and species. Each family shares three skills (the 3 rightmost skills in the pet panel) which are characteristic of that family and which the pet uses automatically during combat. In addition to these family-based skills, each pet has a unique user-activated skill, theskill.
The ranger's mechanic bar unlocks at level 5 and provides the ranger some control over the actions of their pet:
|Attack My Target — commands your pet to attack the current target.|
|Varies — commands your pet to use their beast skill.|
|Return to Me — calls your pet back to you.|
| Guard — instructs your pet to attack foes you are attacking or foes that attack you.|
Avoid Combat — instructs your pet to avoid combat, your pet won't attack nor defend you if you get attacked.
| Stow Pet — dismisses your pet, disabling all other commands.|
Activate Pet — reactivates your pet. Automatically activates when in combat.
|Swap pets - swaps your current pet with the other pet selected in the Pet Management menu.|
The ranger and their pet fight as one. The profession is designed taking into account the damage and defense capabilities of both partners working together. A ranger with a defeated pet will do less damage and will likely receive more damage due to the absence of their pet. Rangers and pets enter and exit combat mode together.
A pet on Avoid Combat behavior will never attack enemies unless specifically commanded to do so with Attack My Target. Pets set to guard will attack enemies that their owner attacks, and will defend their owner if they are attacked by an enemy by attacking that enemy.
Most pets fight in melee range, although some of them have long-range skills on a moderate recharge. Only the devourer family, the spider family, and the bristleback pet, have ranged basic attacks.
Downed & defeated
Like many NPCs, a pet goes directly to the defeated state instead of being downed. Pet's Defeated state, however, is different from other NPCs. A defeated pet will not drop on the floor. Instead, they become invulnerable and limps back to their owner. The pet cannot be healed in that state, except when under the effect of Signet of Renewal. Defeated pets cannot be revived like player characters, since they're not dead; they automatically start healing once combat ends. Once their life bar is filled, the pet is revived at 50% health and will continue to heal to full if their owner remains out of combat. A defeated pet can be revived while in combat by swapping pets, although doing this puts Swap Pet in a longer than usual recharge. Finally, a ranger in downed state can command their pet to revive them by using the Lick Wounds skill, doing so will instantly revive the pet were they to be defeated.
Rangers can swap between their active pet and the other pet set in the Pet Management by clicking the Swap Pets skill, or using the hotkey that defaults to, allowing for quick adaptation during fights. The base recharge time for switching pets during combat is 20 seconds and extends to 60 seconds if the original pet was defeated; thus it can be very beneficial to swap pets before they are defeated to avoid fighting without an active pet. Swapping a pet will heal them to full, so they will be combat ready the next time you swap.
Because different families of pets have different attributes and skills, it can be a good strategy to use different kinds of pets which together can fill a multitude of roles. For example, all bear pets have a higher than average health pool.
Aggro and tanking
Like all creatures and players, pets also gain aggro. Enemies are likely to aggro targets closer to them, this makes pets with high vitality, toughness, or both, good tanking pets since they have a larger health pool. Bears have the highest toughness and vitality, followed by drakes, porcines, smokescales, and rock gazelles; then wyverns, bristlebacks, and devourers.
Rangers can also order their pet to attack a distant enemy with, then call their pet back with to lure the enemy to them.
Swapping of pets can also be used to manage aggro; swapping pets removes the previously aggroed pet from play, allowing either another tanking pet to take their place or switching them for a more damage-oriented pet while allowing the ranger to hold enemies' attention. Pet swapping can also be used to escape combat more easily; while a pet has the aggro of enemies, retreating from combat and swapping pets will recall the previously attacking pet while both the ranger and the freshly swapped pet can get out of combat.
Pets receive extremely reduced damage from area of effect attacks and environmental traps.
A pet can also be "stowed" (or put away) by clicking on the down-arrow button in the pet bar while not in combat.
- Stowing can be used to avoid having the pet attract enemies. It is also useful in tight areas where a large pet can obscure players' vision.
- Pets automatically reappear after entering a new zone, when entering combat mode or switching between terrestrial and underwater skill bars.
Reviving the owner
A ranger's pet can help revive their owner when they are downed:
- The ranger will rally if their pet kills a foe.
- While downed, the Lick Wounds skill will command the pet to revive their owner (and themself if necessary). Because reviving generates additional aggro, the ranger can more safely use the Bandage skill at the same time to revive faster.
- The ranger may swap pets and give them orders to attack, retreat, or use their special ability while they are downed, even though the pet interface will be hidden in downed mode.
There are multiple ways to categorize the different types of pets:
Family: Families are the main way of categorizing pets. There are currently eighteen different families. All pets within a family possess identical stats and skills, except for the Beast skill, which is determined by their species.
- Species: Species differentiates the individual pets within a family, and determines each pet's Beast skill. For example, a brown bear and a polar bear have the exact same stats, but a brown bear's Beast skill is Shake It Off and a polar bear Beast skill is Icy Roar.
- Environment: The type of environment they can be used in: terrestrial, aquatic, or both (amphibious). Except for felines (see table below), all members of a given family use the same environment.
Archetype: Pets are further categorized into different archetypes. This only affects Soulbeasts and has no impact on rangers, druids, nor the pets themselves. See Soulbeast#Pet Archetypes for a summary of archetypes by family.
Pets can be found in nearly every region and zone in the game. The list of pet locations also includes an abbreviated list for those wishing to charm each animal with the least amount of effort.
Weapon skills that affect pets
- Hunter's Shot — your pet gains 10 seconds of swiftness.
- Crippling Shot — your pet's next three attacks will inflict bleeding.
- Precision Swipe — your pet gains 1 stack of might for 5 seconds.
- Winter's Bite — your pet's next attack inflicts weakness.
- Maul — your pet gains an Attack of Opportunity (effect) for their next attack.
- Call of the Wild - your pet's next few attacks become unblockable.
- Ancestral Grace — your pet gains protection for 3 seconds.
- Double Arc - your pet's next two attack will inflict poison.
Underwater weapon skills that affect pets
- Surging Maw — your pet gains 5 seconds of swiftness.
- Feeding Frenzy — your pet gains 5 seconds of fury.
Healing skills that affect pets
Utility skills that affect pets
- "Protect Me!"
- "Search and Rescue!"
- "Sic 'Em!"
- Signet of Renewal
- Signet of Stone
- Signet of the Hunt
- Signet of the Wild
Elite skills that affect pets
Downed skills that affect pets
- Opening Strike — You and your pet inflict vulnerability with your first strike when entering combat.
- Stoneform — Use Lesser Signet of Stone when you fall below the health threshold.
- Clarion Bond — Cast Lesser Call of the Wild when you swap pets. Soulbeasts can trigger this trait by entering or leaving beastmode.
- Moment of Clarity — Gain an attack of opportunity for you and your pet on interrupting a foe. Daze and stun durations you inflict last longer. This trait can only grant an attack of opportunity against enemies with defiance bars once per interval.
- Predator's Onslaught — You and your pet deal increased damage to disabled or movement-impaired foes. Affected conditions are: Stun, Taunt, Daze, Cripple, Fear, Immobilize and Chilled.
- Companion's Defense — You and your pet gain protection when you dodge roll.
- Rugged Growth — You and your pet recover health while affected by protection.
- Taste for Danger — Gain increased vitality. You and your pet gain expertise based on vitality.
- Refined Toxins — While you are above the health threshold, your strikes inflict poison. While your pet's health is above the health threshold, its strikes inflict poison.
- Shared Anguish — Incoming disables are transferred to your pet instead. Disables include stun, taunt, daze, knockback, pull, knockdown, sink, float, fear, or launch.
- Empathic Bond — Condition durations are split between you and your pet. Conditions are not split while your pet is downed.
- Poison Master — Upon using a beast ability, your pet's next attack will inflict poison; your poison damage is increased.
- Fortifying Bond — When you gain a boon it is shared with your pet.
- Lingering Magic — You and your pet gain increased concentration.
- Bountiful Hunter — You deal increased damage for each boon affecting you. Your pet deals increased damage for each boon affecting it.
- Spirited Arrival — Grant boons to nearby allies when swapping pets. Soulbeasts can trigger this trait by entering or leaving beastmode.
- Invigorating Bond — Beast abilities heal allies around the caster.
- Pack Alpha — Your pet's attributes are improved and pet skills gain recharge reduction. Improved attributes are power, condition damage, precision, toughness, and vitality.
- Loud Whistle — While your health is above the threshold, your pet deals more damage. Your pet swap gains recharge reduction.
- Pet's Prowess — Your pet moves faster and deals more damage on critical hits.
- Go for the Eyes — Nearby foes are blinded by Beast abilities.
- Potent Ally — You and your pet each grant might to the other when critically striking a foe.
- Wilting Strike — Beast abilities inflict weakness on those struck. This effect will only occur once on each target struck by an ability.
- Natural Healing — Your pet recovers health each interval.
- Beastly Warden — Beast abilities taunt nearby foes.
- Zephyr's Speed — Cast Lesser Quickening Zephyr when you swap pets. Soulbeasts can trigger this trait by entering or leaving beastmode.
- Celestial Being - Gain access to glyphs. You can become a celestial avatar once you gain enough astral force. Generate astral force by healing allies and damaging foes.Your pet's attributes are weaker.
- Cultivated Synergy - Using a healing skill heals allies around you and your pet.
Your character may occasionally shout one of the following lines while interacting with their pet, depending on race and gender.
- When commanding to attack your target:
|Go get them!|
|Sylvari||Go for the throat!
- When swapping pets:
|Asura||I chose you!
|I chose you!|
|Charr||I chose you!
|I chose you!|
|Human||I chose you!||Next!|
I chose you!
|Norn||Come here, old friend!
I chose you!
|I chose you!|
|Sylvari||I chose you!
I chose you!
- On pet downed:
I'm coming for you!
|My pet is down!|
I'll revive you.
Heal my pet!
My pet needs help!
I'll revive you!
My pet needs help!
I'll revive you!
|Human||My pet needs help!
Don't worry! I'll revive you.
|Not my pet!|
I'll revive you soon.
I'll save you.
Not my pet!
|Sylvari||My pet has suffered terrible wounds!
I'm here. I'll bring you back.
I cannot lose my pet!
My pet needs help!
|Not my pet, no!|
My pet is mortally wounded.
- On pet revival:
|Asura||I'll admit. I did miss you.
Good to have you back!
Feeling better, are we?
|Back to the fight!|
|Charr||Welcome back, friend.
Haha, were you just playing dead?
Playing dead, eh?
Back to it!
|Human||Were you just playing dead?
Welcome back, my friend.
|Oh, so you were just playing dead?|
Back to the fight, my friend.
I need you.
You're not done.
|There you are. All better.|
|Sylvari||It's ok. Stay close.
You'll not die on my watch.
It's not time to die. Get up.
|Silly creature, I won't let you die.|
It's not yet time for eternal sleep, get up!
- When setting the pet to 'Avoid Combat' mode:
|Human||Easy now||Easy now|
|Sylvari||Easy now||Easy now|
- When setting the pet to 'Guard' mode:
|Charr||Defend me!||Defend me|
|Sylvari||Defend me!||Defend me!|
- The Ranger's boon duration does not affect boons applied by their pets.
- Changing zones will reset any traits or effects on a pet that reset on deactivation.
- Kills done by pet count towards different Weapon Master achievements, depending on the pet.
- Armor fish, bristlebacks, fanged ibogas, jacarandas, rock gazelles, sharks and smokescales have skills and attributes unlike any other family of pets, making them the unique members of their ranger pet families.
- Pets can use asura gates that connect two places in the same map.